Shadowgate 64: Trials of the Four Towers (N64) guide
by KeeperBvK aka Burkhart von Klitzing
Contact:
[email protected]
Dedication: I dedicate this work to my beloved dad who passed away on the
07/13/2005.
I always loved you and I always will. Thank you so much for the
time we had.
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0.1 Legal Stuff
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This Guide may not be posted on any other website other than
www.gamefaqs.com
www.honestgamers.com
without my permission and it may not be used commercially in any possible
way.
If you want to post it on another site please contact me via E-Mail or via
the Message Board.
Do not claim this guide or any part of it to be your creation.
If you find any mistakes (even regarding the language as I'm German) please
let me know.
Copyright 2016 Burkhart von Klitzing
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0.2 Version History
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Started working on this on 08/09/2006.
1.00: 08/13/2006, 47 KB large.
1.01: 03/12/2007, 47 KB large.
- Added www.honestgamers.com
1.02: 09/28/2010, 47 KB large.
- Fixed a mistake in a puzzle solution, thanks to ResidentEmo
1.05: 03/26/2016, 48 KB large.
- beavinator1 followed my request to correct any wrong translations I had
done on the items, and boy did he go the extra mile. Thanks a lot!
1.06: 03/28/2016, 48 KB large.
- Fixed the intro section to reflect why the N64 sequel to this game got
canned. Thanks to Robert Chizmadia Jr. for the information.
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0.3 Contents
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| Latest Update | Search Key |
---------------------------------------------|---------------|------------|
0.1 Legal Stuff | 1.05 | |
0.2 Version History | 1.06 | |
0.3 Contents | 1.06 | |
---------------------------------------------|---------------|------------|
1. What is Shadowgate 64? | 1.06 | AAA |
2. Controls | 1.0 | BBB |
3. Walkthrough | 1.05 | CCC |
4. Items | 1.0 | DDD |
4.1 Items you actually need | 1.05 | DD1 |
4.2 Items that will aid you | 1.05 | DD2 |
4.3 Useless Items | 1.05 | DD3 |
4.4 Books and Stuff | 1.05 | DD4 |
---------------------------------------------|---------------|------------|
5. Closing Comments | 1.06 | EEE |
6. Credits | 1.06 | FFF |
---------------------------------------------|---------------|------------|
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1. What is Shadowgate 64? AAA
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Shadowgate 64 is the third instalment in a pretty much overlooked series of
adventure, starting with Shadowgate (e.g. on the NES and GBC) and
continuing with Beyond Shadowgate (PCE CD). You are imprisoned in a big
castle in a fantasy world, obviously been given the task to escape, but
also to stop the evil within the castle. To do this you run around in
first-person, picking up items, talking to some people and generally spoken
do everything any Adventure-gamer has to do, but unlike most other
Adventures of that time it is possible to die. Even before the release of
Shadowgate 64, Kemco had already began work on another series entry slated
for an N64 release, but despite being nearly done, it was cancelled in the
light of the then-inbound Gamecube launch. Fortunately, the series has
somewhat risen from its grave with a remake of the first game made
available on PC in 2014.
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2. Controls BBB
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Move View............: Control Stick.
Move around..........: C Buttons.
Investigate / Talk...: A Button.
Open up the Inventory: B Button.
Switch from Inventory to Book Menu and back: C Right or C Left.
Use an Item................................: A Button.
Turn Pages in a Book or any other Document.: A Button.
Close the Inventory or the Book Menu.......: B Button.
Crouch...............: Z Button.
Open up the map......: R Button.
Open up the menu.....: Start Button.
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3. Walkthrough CCC
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[Prison Cell]
Walk over to the window and talk to Agaar. In the meantime, the guard
brings in some food for you. Eat the meat after the conversation and pick
up the bone. Then crouch and investigate the straw on the ground to lay
open a trapdoor. Use the bone on it to open it and jump down into the
sewers, where the guard wanted you to be thrown into, so basically both of
you can be happy about your investigation. ^^
[Sewers and Caves]
Turn around and enter the doorway on your left to find a map, but watch out
not to fall into the water. The appearing ghost should be warning you
enough. Go back into the sewer canal, turn right and approach some iron
bars. Pick up one of them and enter the next opening. Take a right back
into the cave with the lake, where you should use the iron bar on the stone
pillar to create a bridge over the water. Walk over it and pick up the
paper. It's not necessary, but hey, you don't play this solely to beat it,
but to have fun, right? And picking up stuff like this and reading the
texts on it adds to the atmosphere. Anyway, enter the next room, grab the
pickax near the hole in a wall and return to the sewers afterwards. There's
one doorway left, you didn't enter so far. Enter it, use the pickax on the
green pile of boulders to get past it and use the tool again on the
suspicious ceiling to clear a path up into the Tower of Disciples.
[Tower of Disciples - Basement]
Leave the first room through the door, walk down the corridor a bit until
you reach the first door on the left. Enter the room behind it, pick up the
rope and leave the room again. The door just in front of you takes you to a
room where you only get to pick up the fairy sculpture for now. Leave this
room as well and go right to find some stairs leading up to the first
storey of the tower.
[Tower of Disciples - First Storey]
The first door up here leads to the noble, yet rat infested, entrance hall
of the tower. Nab the elf statue on the desk and head for the next set of
stairs, leading further up. Before you get to use them, Lakmir the Sorcerer
appears, telling you to go to his tower if you choose to live. But for now,
you have to further investigate the Tower of Disciples, so walk up the
stairs.
[Tower of Disciples - Second Storey]
Pick up two blank books, a book about riding dragons and one titled The
Last Battle. All three doors connect this part of the library and another
part of it, so just go through either one and pick up two more books lying
on tables, one on the ground and also a piece of paper. Leave this level of
the twoer via the next set of stairs.
[Tower of Disciples - Third Storey]
Enter the right room, grab a bottle of liquid sunset on the far-most table,
as well as a report lying on the ground nearby and an apeman sculpture near
the door and leave the room again. Next, enter the centre room where you
nab a book at the knocked down table, another one on the table to the right
of it, a primitive man statue, an ancient coin in a corner and the lecture
notes down on the lower bar of a table. Leave the lecture room and enter
the last remaining room on this storey. In a bookshelf you can see a human
statue on the right-most petal with two more left of it. If you have read
the Book of Laws you know what to do: First, put the fairy sculpture into
place and then the elf statue to open a hidden path with some stairs
leading up again.
[Tower of Disciples - Fourth Storey]
The first door on the right takes you to the first former sleeping hall for
Lakmir's apprentices. In here, pick up your third blank book from a table
as well as the pixie flute from a bookshelf. Return to the corridor and
enter the second sleeping hall where you will find the diary of a student,
a private letter (on a bed), a private note (on another bed) and a book
about the Dreslins.
[Tower of Disciples - Second Storey]
Once your pockets are crammed with all of this stuff, return all the way
down to the first library room. In here, use the rope on the right window
and reduce in size by playing the pixie flute. Now climb down the rope into
the graveyard section of the castle.
[Graveyard]
Use the pixie flute again to regain your normal size and go to the big gate
to reach the cathedral courtyard.
[Cathedral - Courtyard]
Enter the cathedral on the left.
[Cathedral - First Storey]
Grab the bottle of dragon tears lying next to the statue, before going
around the benches on the left (as seen from the statue) to find some
stairs leading into the basement.
[Cathedral - Basement]
Take the golden key from the rack and the ornate key from the ground, as
well as the crowbar leaning against the wall.
[Cathedral - First Storey]
Climb up the ladder near the altar and use the crowbar on the nail sticking
in the wall to lower another ladder so you can climb up that one, too. But
before you do, climb back down and pick up the nail.
[Cathedral - Roof]
You have to get to the window up ahead, without stepping into one of the
holes in the rotten roof. You can either choose the shorter, but more
difficult straight way or (don't tell Lakmir) simply walk around the
colored glass on the right to find a broader, easier and only a bit longer
way. Investigate the window to get into the second tower.
[Tower of Lakmir - Second Storey]
Leave this small room through the door up ahead; then turn right and open
the right door to enter the kitchen, where you get to pick up a bottle of
oil and open a keg of water. After that, cleanse the water with the Dragon
Tears. Leave the kitchen towards the stairs at the left end of the
corridor.
[Tower of Lakmir - First Storey]
After the conversation with Lakmir, open the door up ahead, walk down into
the entrance hall, open yet another door and finally another door on the
left before you get to pick up some stuff: The journal of a disciple, a
receipt and a hair of a giant. Exit the room and enter the one right in
front of you to find a mug, a book about magic elixirs, a note and a rusty
key on the ground to the left of the pillar. Return to the corridor to take
some stairs down to the basement.
[Tower of Lakmir - Basement]
Open the rusty door by using the oil on it and also open another door (the
normal way) afterwards. You have just entered some sort of engine room,
where the only thing for you to do is to crouch at the machine in the far
right corner and investigate the star crest to put it into your inventory.
Head back to the kitchen two levels above your current position and...
[Tower of Lakmir - Second Storey]
..fill some of the water-dragon tears mixture into your mug. Leave the
kitchen, enter the dining room in front of you and use the enhanced water
to extinguish the violet flame in the chimney. Afterwards, put the star
crest into the shape behind where the fire was to activate some kind of
magic or machinery in the tower. Return to the engine room in the basement.
[Tower of Lakmir - Basement]
The strange rumble in the tower proves to be caused by a machine; a lift to
be more precise. Enter it to reach the third storey.
[Tower of Lakmir - Third Storey]
After another conversation with Lakmir your next task is to reach the
stairs to the fourth basement. In order to do so, you will have to cross a
maze of teleporters, with knights' helms actually being the teleporters.
First approach the left one, then the right one, then the far right one,
again the right one and finally the left one.
[Tower of Lakmir - Fourth Storey]
Enter the left room to find a book with private notes, a bottle of forest
nectar and also a strange machine. Put the nail into the opening on the
left side, so the machine turns it into the crest key. After putting it
into your inventory enter the room on the opposite side of the corridor to
nab the night elixir and the quill from the shelves on the left, Lakmir's
memoirs off the table and a piece of paper next to the bed. Step onto the
bed and look to the left: There is a bowl on a shelf in which you need to
mix liquid sunset and night elixir (I sure hope you picked up the liquid
sunset earlier, because else you have to use the rusty key in the basement
of the cathedral and head way back to where the liquid lies) to make a hole
in the ceiling shine red. Get off the bed and up the chair. Step close to
the red hole in the ceiling to be able to put the crest key into it to open
the other door in this room. Enter Lakmir's secret room to find the green
ring, the blue ring and the ring of the dead, which allows you to see
ghosts and talk to them and to read blank books. After another talk with
Lakmir, return to the cathedral's basement.
[Cathedral - Basement]
Enter the small room with two coffins and a statue in it. In here, open the
right coffin with the golden key, put on the ring of the dead and talk to
the dead lady to both be given a quest and Jezibel's pendant. Take the ring
off again so you can pick up the family diary lying in the corpse's hands.
Leave the room, walk down the stairs to your right and open the door with
the rusty key.
[Caves]
Yay, you've found a way back to the caves, but actually we just go here to
reach the Tower of Disciples. Walk down the corridor on the right and use
the rusty key again to enter the Tower's basement.
[Tower of Disciples - Basement]
Open the door up ahead, turn left and enter Dorn's room through the left
door. Equipping the Ring of the Dead enables you to talk to him at the
beds, so he asks you to find out what happened to his little
grand-daughter. To aid you in this, you'll be given the cemetery key and
the gate in the first storey is opened. First, pick up the slipper on the
table and then head for the entrance hall on the first storey to get to the
area of the gate keeper's room.
[Gate Keeper's Room]
Look to the right for a coin, before entering the thieves' room via the
left door up ahead.
[Thieves' Room - First Storey]
Open the first door you come across to find a broken sword on the ground.
Then leave the small room and go up the stairs.
[Thieves' Room - Second Storey]
Enter the left room and listen to the troubadour's three songs. He'll be
happy to have such a great listener as you are and you'll be happy about
the flower he hands over to you afterwards. Also take the D'Narth Family
Chronicles with you. Walk out the room and enter the storage room on the
left where you will find a petition on the first table, a precious stone on
a vase, a plate on a shelf and a bracelet on some crates. Leave the
building and turn right once outside to reach the Streets.
[Streets]
Walk to the gate straight up ahead and use the cemetery key to get to the
cathedral's courtyard again.
[Cathedral - Courtyard]
Here, investigate the boards on the right to clear the path to a single
grave. Talk to the dead sorcerer (ring of the dead) who turned to the black
magic and cleanse his souls with the dragon tears after the chat. He'll be
so grateful as to help you in your quest to enter all four towers by
telling you about finding the Stone of Thirst and to use it on a lake in
combination with a magic spell. Don't worry: You'll remember the spell
automatically. Return to the streets.
[Streets]
Equip Jezibel's pendant and enter the Inn. You know which building is the
Inn by looking at the sign at its entrance door.
[The Rusty Sword - First Storey]
The Innkeeper would usually just send you off, telling you there was no
vacancy, but when wearing the pendant, he recognizes it, asking you whether
you stole it from the dead lady. Deny this of course and prepare for three
more questions, asked to you to find out if you tell the truth. Giving just
one false answer will get you sent out of the Inn, requiring you to go back
in and repeat the whole procedure. There are six different questions, but
you will only be asked three of them.
At what time of the year did Saul return.......: In the winter.
What's the name of Saul's friend...............: Lucas.
What did Saul hope to find.....................: Gold and gems.
How long after Saul's departure did Jezibel die: After two weeks.
With whom did Saul leave.......................: A dwarf.
What did Jezibel get sick with after Saul left.: The Black Death.
Once you have correctly answered three questions, the Innkeeper lets you
in. Talk to the woman (turning out to be Agaar's sister) and accept her bid
to save her brother, so you obtain the orb. Walk up the stairs to the
second storey.
[The Rusty Sword - Second Storey]
There's not much to see here, except for two pieces of paper on the ground
and on a table. Leave the Inn and head for the graveyard.
[Graveyard]
Put on the ring of the dead to talk to the ghost of Aristolin at the last
grave. He mourns about his so-called friends ignoring him after he has
died, so put a flower onto his grave and talk to him again. He'll be so
delighted he tells you about his greatest treasure being hidden by his
servant, Dersius, somewhere in the canal, so go there now. Before you
leave, you can also talk to some other ghosts here, but you don't have to.
[Canal]
Dersius is the skeleton lying at the upper end of the canal. Watch out not
to walk too far into the water and talk to his ghost to end his duty on
earth and to be given the treasure. Go to the streets now.
[Streets]
The other building you can enter here besides the Inn is Festus's Shop and
you will want to do so now.
[Festus's Shop]
Talk to the salesman and offer him the treasure to be given a choice of
three violins. If you choose the wrong one, just exchange it. Choose the
chipped violin (as the troubadour told you he had chipped it) and head for
the thieves' room.
[Thieves' room - First Storey]
Open the door on the right to get to the dungeon keeper's private rooms.
[Dungeon Keeper's Room]
Place the violin on the table up ahead where the notes are, but as you do,
watch out not to move too far to the right or else the dungeon keeper puts
you back into prison and the game ends. After you have put the instrument
into place, run behind the wall to the fireplace so the keeper doesn't see
you when he walks over to his beloved violin. Walk past him and nab the
dungeon key from the key board before entering the dungeon.
[Dungeon]
Open the first cell on the right with your newly acquired key to meet Agaar
again. Unfortunately the dungeon keeper comes by, requiring you to give the
orb to Agaar so he can cast a spell that teleports him and you to the
keeper's position and vice versa. Lock the door afterwards with the key.
Don't worry: You can still use the dungeon key on the cell door, but you
will automatically close it again so the dungeon keeper cannot escape.
Return to the Inn.
[The Rusty Sword]
During a short conversation Agaar removes the magic seal off his house in
the Sorcerer's Quarter so you can use it to rest for a bit. Leave the Inn
after the two sorcerers disappear.
[Streets]
Now, enter the gate on your left to discover the pathway to the park.
[Pathway to Park]
Follow the narrow path (Lakmir would be proud of you) to a bend. Right
after that is a blue-ish plant growing on the ground, which you should
pick up. Then enter the park through the big brown gate on the left.
[Park]
Search for a coin near the rubble blocking the entrance to Lakmir's Tower,
before approaching the pond where said sorcerer appears again to tell you
how he feels about you. Head for the pathway to the park again.
[Pathway to Park]
Turn left and grab a coin lying on the ground prior to entering the
Sorcerers' Quarter.
[Sorcerers' Quarter]
Enter the house in the narrow path on the right.
[Agaar's Room.]
Pick up the flint from the bookcase on the left, the lever from the second
bed, the fang from the big bookcase and the Research Journal. Leave the
room.
[Sorcerers' Quarter]
Turn left, step forward to the bend, turn right and open the door.
[Excavation Area 1]
Turn right, ignore the door (as it only takes you to Rastolin, who hasn't
anything important to tell you) and walk up the stairs.
[Rastolin's Room - Second Storey]
Pick up the book called Thoughts of a Madman and the artwork pinned to the
right shelf. Leave the room.
[Excavation Area 1]
Climb down the ladder to talk to Geran. Ok, he seems to be highly
interested in old coins...so why don't you show him your ancient coin?
He'll steal it, but we don't need the coin later anyway and as he runs away
he gives you the chance to find the second slipper in the trash. Head back
to the park.
[Park]
Go through the arc on the right.
[Waterway]
Talk to Kaitlin's ghost at the skeleton in the water, so she can finally
return to her grandfather (Dorn) as you should do, too.
[Tower of Disciples - Basement]
Talk to Dorn to receive the Stone of Thirst and return to the excavation
area 1.
[Excavation Area 1]
Open the wooden door next to the excavation hole.
[Excavation Area 2]
Climb down the second ladder, search around a bit for a coin and enter the
tunnel to find the reservoir.
[Reservoir]
Use the Stone of Thirst on the water to completely drain it. Unfortunately
the ladder here only takes you to a small hole, so you have to return to
the excavation area 2.
[Excavation Area 2]
Climb back up, then down the other ladder and enter either tunnel.
[Reservoir]
Climb down into what used to be the storage place for the water and climb
up the ladder straight ahead of you.
[Control Room]
Put the lever onto the right end of the machine to trigger another
conversation with Lakmir. Then turn the left-most vent to the left, the
centre one to the right and the third one also to the right before pulling
the lever. This causes Lakmir to appear once again and also the water in
the waterway to drain, opening up a new path. Go to the waterway now.
[Waterway]
Since the water has disappeared the path to the Tower of Trials down the
stairs and through the gate is now open.
[Tower of Trials - Basement]
Read the plaque in the centre of the room to get some information on this
tower and to have Lakmir add some information, too. Open the door on the
right and pick up the book on the shelf right in front of you. Then enter
the next room on the left, crouch near the stack of chairs in the corner
and pick up the report of the brotherhood. The two books titled The
Pamphlets of Konnor and The Trials of the Kingdom are way easier to find.
Enter the last room of this storey where you get to talk to the ghost of
Nathor Dreslin (Equip the ring of the dead), telling you about his ambition
to become king. Return to the entrance room of the tower and walk up the
stairs.
[Tower of Trials - First Storey]
The plaque here tells you to honor the king, but investigating the painting
of Jair only takes you to an empty room. As you may know, somebody (Nathor,
in fact) manipulates the trials from his grave, hence the true solution to
this riddle is to bow down at the painting of Nathor Dreslin. Crouch there
and look down to see a switch at the bottom of the painting. Press it to
enter the next room where you will find fragments of a crest. The plaque
asks you to build the true crest (at least in the German version; ist seems
like you are told to build the coat of arms in the English version) and
again this does not mean the one of Jair's family, but the one of the
Dreslins. Walk over to the shapes on the wall between the columns, press A
and start building the crest: First the tower with only one window, then
the roaring dragon head looking to the right, then the one looking to the
left and finally the left piece of necks. You'll be brought into the next
room automatically when doing everything correctly. In here, you have to
answer five questions out of a pretty big pool of questions. If I am
missing any, please let me know.
For what symbol is one given a sorcerer's rank.........: The Ring of the
Kingdom.
Which ring is used as a punishment
for those who disobey the rules........................: Green Ring.
Who has forever been known as the Good Master..........: Lakmir.
What was responsible for the banishment of the Evil One: The Staff of Ages.
What is Lord Jair's homeland...........................: Westland.
By what name does the master of Dersius go.............: Aristolin.
What was the name of the first dragon..................: Bolhalor.
Of what species was the last dragon....................: Gold.
Does the Royal Family's Dragon scream..................: No.
Who is the rightful king of Kal Torlin.................: Nathor Dreslin.
What type of magic is expressly forbidden..............: Death Magic.
What is the prohibition against black magic............: It taints the soul.
Name the number of ways into the Royal Family's Tower..: Two.
Giving a wrong answer results in you being teleported back to the first
room of the tower, so you might want to save before answering a question
in case you don't want to look up the solutions here, because in this case
you can simply quit the game and load if you give a wrong answer, saving
you quite a bit of time. Correctly answering all five questions reveals a
set of armor, teleporting you...
[Tower of Trials - Second Storey]
.. into a room with more teleporters and some deadly hazards. Furthermore
your controls are the opposite of what they usually are (except for looking
up and down, as you could switch that in the options menu anyway). The sign
on the left wall tells you that strength means having control over your own
world, so get used to the new controls (or put on the blue ring to set the
controls back to normal) and carefully approach two teleporters, skip the
third one and finally let the fourth teleporter bring you to a door.
Stepping through it sets your controls back to normal. Don't get close to
the knight's armor, as it is a teleporter way back to the entrance of the
tower. Instead, walk over to the candle, light it with the flint and pick
it up. Now you are able to open the gate just left of you to enter a maze
in which you have to hurry a bit as you need to reach the end before the
candle is used up or else you have to restart the maze (aah, a reminiscence
of the good old original Shadowgate). Turn left, follow the pathway, ignore
the passage on the left, leading to a door, as well as the teleporter and
just go up the stairs.
[Tower of Trials - Third Storey]
Follow the only way to a red button. Pressing it opens a door around the
corner and also another one just next to the upper end of the stairs. This
is where you need to go now to press another button. Afterwards, walk
through the other door the first switch opened and then open the door the
second one unlocked to see a ladder. Climb up to the fourth storey.
[Tower of Trials - Fourth Storey]
Enter the first niche on the left, press the button, turn around, leave the
niche, turn left, ignore the teleporter and head down the ladder straight
ahead.
[Tower of Trials - Third Storey]
Open the right door as well as the one behind that. Press the switch and go
back to the ladder, but this time use the other set of doors. Climb up
again.
[Tower of Trials - Fourth Storey]
Activate the switch and climb down the ladder you came from originally.
[Tower of Trials - Third Storey]
A door on the right has been opened, revealing a button. Press it and
return to the fourth storey.
[Tower of Trials - Fourth Storey]
Press the button again and climb down the now reachable ladder.
[Tower of Trials - Third Storey]
Again, walk through the right doors to reach a newly opened gate with some
stairs behind it.
[Tower of Trials - Fourth Storey]
Put the candle into the candle holder to truly end the maze trial. Open the
next door, read the plaque and press A at the right mirror. This one
reflects your true feelings, so do as it tells you and turn your back on it
when walking into it. Pick up the Ring of the Kingdom in this final room of
the tower, equip it and step onto the white plate to return to the entrance
hall of the tower.
[Tower of Trials - First Storey]
Listen to Lakmir, telling you to reawaken the last dragon and head for
the first storey of the Tower of Disciples afterwards.
[Tower of Disciples - First Storey]
Now it is possible to open the dragon door on the right (when wearing the
Ring of the Kingdom). There's a small room behind it, holding the
Dragon Flute. Go to the second excavation area.
[Excavation Area 2]
Play the dragon flute at the gate on the right to enter the Dragon Tower.
[Dragon Tower - First Storey]
Walk around the outer rim up to a door on the left. Enter it, pick up the
book The Last Dragon and climb down the ladder.
[Dragon Tower - Basement]
Grab the Dragon Eye from the table and return to the first storey.
[Dragon Tower - First Storey]
Leave this and continue your path along the rim until you reach a
golden dragon relief, which is missing a tooth. Insert the fang to make a
set of stairs appear, taking you up to the fourth storey.
[Dragon Tower - Fourth Storey]
Pick up the book titled The Words of D'Narth and use the hair of a giant
on the instrument near the bed to repair it. The door opposite of the
table takes you into a room with four small golden dragons on pedestals
and a large grey dragon in the centre. Walk over to the golden dragon close
to the big one on its left side, investigate it and choose to move its
right wing. Then go to the other side and move the left wing of the
small dragon close to the big one. Next is the left wing of the
remaining dragon far off from your current position and finally the right
wing of the remaining dragon. If done correctly, the big dragon closes
its mouth, revealing a set of stairs. Here is a small ASCII-diagram to
clear things up:
________________________________
| 1. R Big 2. L |
| Dragon |
| 3. L 4. R |
| |
| |
|____________Entrance____________|
Walk up the stairs.
[Dragon Tower - Roof]
Listen to Lakmir and pick up The Staff of Ages to awaken the last dragon
who will take you to the stable.
[Stable]
The Dwarves now try to find and arrest you, so you have to find a way
around them. First enter the stable to your left and use the Flint on the
hay to set fire. Then run over to the gate leading to the Castle Gate.
[Castle Gate]
Talk to the man on the right and show him Jezibel's Pendant. He turns out
to be Saul, suddenly regretting his deeds and clearing the way for you
to enter the Chamber of Holding.
[Chamber of Holding]
Put the Dragon Eye onto the replica of the Staff of Ages, lean back and
enjoy a pretty long cutscene. Afterwards leave for the Pathway to Park.
[Pathway to Park]
Enter the Park.
[Park]
As the water of the pond has drained, you can reach the statue of Jair.
Give it the Staff of Ages (make sure to have equipped the Ring of the
Kingdom as you do this) and the Ring of the Kingdom to end the
game. Congratulations.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4. Items DDD
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This section tells you where to find any item in the game.
I have split up these items into four categories:
1. Items you actually need.
2. Items that will aid you.
3. Useless Items.
4. Books and Stuff.
-=-=-=-=-=-=-=-=-=-=-=-=4.1 Items you actually need=-=-=-=-=-=-=-=-=-=-=DD1
[Ancient Coin]
-Obtained in the centre room of the third storey in the Tower of Disciples.
-Used in the excavation area 1 to get Geran out of the way.
[Bone]
-Obtained in the prison cell by eating the meat.
-Used in the prison cell to open the trapdoor.
[Bottle of Oil]
-Obtained in the kitchen in the Tower of Lakmir.
-Used in the basement of the Tower of Lakmir to open a rusty door.
[Burning Candle]
-Obtained on the second storey of the Tower of Trials.
-Used to get through the maze right after acquiring the candle.
-Used at the end of the maze; put it into the candle holder.
[Chipped Violin]
-Obtained in the shop, by buying with Aristolin's treasure.
-Used in the Thieves' Room to distract the dungeon keeper.
[Crest Key]
-Obtained in the left room on the fourth storey of Lakmir's Tower.
-Used in Lakmir's private room on the fourth storey of his tower.
[Crowbar]
-Obtained in the basement of the cathedral.
-Used on the nail in the altar room of the cathedral.
[Dragon Eye]
-Obtained in the basement of the Dragon Tower.
-Used on the replica of the Staff of Ages in the Chamber of Holding.
[Dragon Flute]
-Obtained in the small room behind the dragon door on he first storey of
the Tower of Disciples.
-Used at the Excavation Area 2 to open the gate into the Dragon Tower.
[Dragon Tears]
-Obtained near the statue inside the cathedral.
-Used to clean the water in the kitchen of Lakmir's Tower.
-Used to cleanse the soul of the dead sorcerer in the cathedral yard.
[Dungeon Key]
-Obtained in the dungeon keeper's room.
-Used to open Agaar's prison cell.
-Used to lock up the dungeon keeper in Agaar's cell.
[Elf Statue]
-Obtained on a desk in the entrance hall of the Tower of Disciples.
-Used in the left room of the third storey in the Tower of Disciples.
[Fairy Sculpture]
-Obtained in a room in the basement of the Tower of Disciples.
-Used in the left room of the third storey in the Tower of Disciples.
[Fang]
-Obtained in Agaar's Room.
-Used in the Dragon Tower at the golden dragon relief.
[Flint]
-Obtained in Agaar's Room.
-Used to light a candle on the second storey of the Tower of Trials.
-Used to set fire in the stable.
[Flower]
-Obtained in the troubadour's room on the second storey of the thieves'
room by listening to his three songs.
-Used on Aristolin's grave on the graveyard.
[Fragments of a Crest]
-Obtained in the second room of the first storey of the Tower of Trials.
-Used in the same room to build the crest of the Dreslins.
[Golden Key]
-Obtained in the basement of the cathedral.
-Used to open the right coffin in the basement of the cathedral.
[Hair of Giant]
-Obtained in the left room on the first storey of Lakmir's Tower.
-Used to repair the instrument on the fourth storey of the Dragon Tower.
[Iron Bar]
-Obtained in the sewers at a grate.
-Used in the lake cave to form a bridge out of the stone pillar.
[Jezibel's Pendant]
-Obtained in the basement of the cathedral by talking to Jezibel.
-Used to gain entrance to the Inn.
-Used to get the man at the Castle Gate out of the way.
[Lever]
-Obtained in Agaar's Room.
-Used in the water control room.
[Liquid Sunset]
-Obtained in the right room of the third storey in the Tower of Disciples.
-Used in Lakmir's private room on the fourth storey of his tower.
[Mug]
-Obtained in the right room on the first storey of Lakmir's Tower.
-Used to carry cleansed water from a kitchen in Lakmir's Tower to a fire in
the dining room nearby.
-Turns into “Water with Dragon Tears” or plain “Water” depending on what
you pour into it.
[Nail]
-Obtained in the cathedral after pulling it out the wall with the crowbar.
-Used to get the crest key out of a machine on the fourth storey in
Lakmir's Tower.
[Night Elixir]
-Obtained in Lakmir's private room on the fourth storey of his tower.
-Used in Lakmir's private room on the fourth storey of his tower.
[Orb]
-Obtained by talking to Agaar's sister in the Inn.
-Used in Agaar's prison cell to escape. Give it to Agaar.
[Pair of Slippers]
-Obtained when having picked up both Slippers.
-Used at the waterway: Give them to the ghost of Kaitlin.
[Pickax]
-Obtained in a corridor at the end of the cave area.
-Used to climb a wall in the caves and to open up an escape route in the
ceiling.
[Pixie Flute]
-Obtained in the first sleeping hall on the fourth storey of the Tower of
Disciples.
-Used at the library window in the Tower of Disciples.
-Used again after leaving the tower through the window.
[Rope]
-Obtained in a small room in the basement of the Tower of Disciples.
-Used on the library window in the Tower of Disciples.
[Rusty Key]
-Obtained in the right room on the first storey of Lakmir's Tower.
-Used on the low basement door of the cathedral, leading to the caves.
-Used on the door up some stairs in the caves, leading to the basement of
the Tower of Disciples.
[Slipper]
-Obtained in Dorn's room in the basement of the Disciple's Tower after
having talked to Dorn.
-Once you have both of them, they are out together as a pair of slippers.
[Slipper]
-Obtained in the excavation area 1 after Geran has run off.
-Once you have both of them, they are out together as a pair of slippers.
[Star Crest]
-Obtained in the basement of Lakmir's Tower.
-Used in the dining room in Lakmir's Tower.
[Stone of Thirst]
-Obtained in Dorn's Room in the Tower of Disciples once Kaitlin has returned.
-Used in the Reservoir to drain the water, after having acquired the magic
spell.
[The Ring of the Dead]
-Obtained in the last room of the fourth storey of Lakmir's Tower.
-Used in the basement of the cathedral to talk to Jezibel.
[The Ring of the Kingdom]
-Obtained at the end of the Tower of Trials.
-Used to leave the final room of the tower of Trials.
-Used to open the right door on the first storey of the Tower of Disciples.
-Used to protect yourself from the power of the Staff of Ages as you put it
into the hands of the statue of Jair in the Park.
-Used in the Park to defeat the ultimate evil.
[The Staff of Ages]
-Obtained on the roof of the Dragon Tower.
-Used in the Park to defeat the ultimate evil.
[Treasure]
-Obtained at Dersius's skeleton in the canal.
-Used in the shop to receive the chipped violin.
[Water with Dragon Tears]
-Obtained by pouring Dragon Tears into the “Mug” on the second storey in
the Tower of Lakmir.
-Used to extinguish the magic flame in the chimney.
-=-=-=-=-=-=-=-=-=-=-4.2 Optional Items that will aid you=-=-=-=-=-=-=-=DD2
[Cemetery Key]
-Obtained in Dorn's room in the basement of the Tower of Disciples by
talking to him with the Ring of the Dead equipped.
-Used to open the gate between the cathedral yard and the streets.
[Map]
-Obtained on the small ledge in the lake cave.
[The Blue Ring]
-Obtained in the last room of the fourth storey of Lakmir's Tower.
-Used to set the controls back to normal in the hazardous room on the
second storey of the Tower of Trials, but it's not crucial.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=4.3 Useless Items=-=-=-=-=-=-=-=-=-=-=-=-=DD3
[Apeman Sculpture]
-Obtained in the right room of the third storey in the Tower of Disciples.
[Artwork]
-Obtained on the second storey of Rastolin's room.
[Bracelet]
-Obtained in the storage room on the second level of the thieves' room.
[Broken Sword]
-Obtained in the first room on the first storey in the thieves' room.
[Broken Lance]
-Obtained in the first room on the first storey in the thieves' room.
[Broken Violin]
-Can be bought in the shop.
[Brooch]
-Can be bought in the shop.
[Coin]
-Obtained just outside of the gate keeper's room.
-Coins can be used to buy useless stuff from the salesman in his shop,
which actually renders the coins themselves useless as well.
[Coin]
-Obtained in the upper left corner of the park near some rubble.
-Coins can be used to buy useless stuff from the salesman in his shop,
which actually renders the coins themselves useless as well.
[Coin]
-Obtained on the pathway to the park.
-Coins can be used to buy useless stuff from the salesman in his shop,
which actually renders the coins themselves useless as well.
[Coin]
-Obtained in the excavation area 2.
-Coins can be used to buy useless stuff from the salesman in his shop,
which actually renders the coins themselves useless as well.
[Cup]
-Can be bought in the shop.
[Forest Nectar]
-Obtained in the left room on the fourth storey of Lakmir's Tower.
[Fruit]
-Can be bought in the shop.
[Gauntlet]
-Can be bought in the shop.
[Jewelry Box]
-Can be bought in the shop.
[Ornate Key]
-Obtained in the basement of the cathedral.
[Plate]
-Obtained in the storage room on the second level of the thieves' room.
[Poisonous Herb]
-Obtained on the pathway to the park.
[Precious Stone]
-Obtained in the storage room on the second level of the thieves' room.
[Primitive Man Statue]
-Obtained in the centre room of the third storey in the Tower of Disciples.
[Quill]
-Obtained in Lakmir's private room on the fourth storey of his tower.
[String-less Violin]
-Can be bought in the shop.
[The Green Ring]
-Obtained in the last room of the fourth storey of Lakmir's Tower.
[Water]
-Filling the “Mug” with the barrel's liquid before adding the tears turns
the “Mug” into plain “Water”.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=4.4 Books and Stuff=-=-=-=-=-=-=-=-=-=-=-=-=DD4
[Acolyte's Diary]
-Obtained in the left room on the first storey of Lakmir's Tower.
[Artifacts of Power]
-Obtained in the library on the second storey of the Tower of Disciples.
[Blank Book] turns out to be [The Age of Enlightenment]
-Obtained in the library on the second storey in the Tower of Disciples.
-Read it with the Ring of the Dead equipped.
[Blank Book] turns out to be [The Secrets of the Staff]
-Obtained in the library on the second storey in the Tower of Disciples.
-Read it with the Ring of the Dead equipped.
[Blank Book] turns out to be [The Abyss of Darkness]
-Obtained in the first sleeping hall on the fourth storey in the Tower of
Disciples.
-Read it with the Ring of the Dead equipped.
[D'Narth Family Chronicles]
-Obtained in the troubadour's room on the second storey of the thieves'
room.
[Family Diary]
-Obtained in the cathedral's basement, lying in the right coffin.
[Journal]
-Obtained in the lake cave, just next to the skeleton.
[Laws of Magic]
-Obtained in the library on the second storey of the Tower of Disciples.
[Lecture Notes]
-Obtained in the centre room of the third storey in the Tower of Disciples.
[Magical Elixirs]
-Obtained in the right room on the first storey of Lakmir's Tower.
[Memoirs]
-Obtained in Lakmir's private room on the fourth storey of his tower.
[Memorandum]
-Obtained in the library on the second storey of the Tower of Disciples.
[Musings of a Lunatic]
-Obtained on the second storey of Rastolin's room.
[Novice's Journal]
-Obtained in the first room on the right in the basement of the Tower of
Trials.
[Of Riding Dragons]
-Obtained in the library on the second storey of the Tower of Disciples.
[Official's Article]
-Obtained in the right room on the first storey of Lakmir's Tower.
[Personal Journal]
-Obtained in the left room on the fourth storey of Lakmir's Tower.
[Personal Letter]
-Obtained in the second sleeping hall on the fourth storey of the Tower of
Disciples.
[Personal Note]
-Obtained in the second sleeping hall on the fourth storey of the Tower of
Disciples.
[Petition]
-Obtained in the storage room on the second level of the thieves' room.
[Receipt]
-Obtained in the left room on the first storey of Lakmir's Tower.
[Report]
-Obtained in the right room of the third storey in the Tower of Disciples.
[Research Log]
-Obtained in Agaar's Room.
[Student's Diary]
-Obtained in the second sleeping hall on the fourth storey of the Tower of
Disciples.
[The Book of Orders]
-Obtained in the centre room of the third storey in the Tower of Disciples.
[The Brotherhood Report]
-Obtained in the second room on the right in the basement of the Tower of
Trials, at the stack of chairs.
[The Final Battle]
-Obtained in the library on the second storey of the Tower of Disciples.
[The House of Dreslin]
-Obtained in the second sleeping hall on the fourth storey of the Tower of
Disciples.
[The Inner Chamber]
-Obtained in Lakmir's private room on the fourth storey of his tower.
[The Last Dragon]
-Obtained in the small room on the first storey of the Dragon Tower.
[The Speeches of Lord Jair]
-Obtained in the centre room of the third storey in the Tower of Disciples.
[The Trials of the Kingdom]
-Obtained in the second room on the right in the basement of the Tower of
Trials.
[The Writings of Konnor]
-Obtained in the second room on the right in the basement of the Tower of
Trials.
[Travel Guide]
-Obtained on the second storey of the Inn.
[Travelogue]
-Obtained on the second storey of the Inn.
[Watchman's Memo]
-Obtained in the library on the second storey of the Tower of Disciples.
[Words of D'Narth]
-Obtained on the fourth storey of the Dragon Tower.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5. Closing Comments EEE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I already liked the original Shadowgate a lot, even though the candle
feature was a bit frustrating, but in my opinion Shadowgate 64 is even
better. It is too short, but apart from that there's nothing big to
complain: Visuals are good, the music is fantastic, the atmosphere is
great, the story, too, the puzzles are logic and I really like how you
start off as somebody being robbed and thrown into a cell, slowly
discovering more and more stuff in the castle, investigating in closed off
areas, until you gain the trust of Lakmir, meet other people, fulfil quests
and in the end defeat the ultimate evil.
If only they wouldn't have canned the sequel...at least there still is
Beyond Shadowgate which actually came between Shadowgate and Shadowgate 64.
Only few people know about this as it has been released on the PC Engine
and I, too, have yet to play it.
And of course as of 2014 we also got another remake of the first game in
the series.
I'd appreciate any comments, questions, high scores, critics or whatsoever,
so please mail me at
[email protected] if you have anything to tell me
(even misspellings and stuff).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
6. Credits FFF
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Thanks go out to ResidentEmo for pointing out a mistake in my solution for
the puzzle requiring you to turn four dragons' wings.
Thanks also go out to beavinator1 for his awesome detailed mail on item
names.
Thanks go out to Robert Chizmadia Jr. for his information on why the sequel
to this game got cancelled. I never knew about the launch of the GCN being
to blame.